lima-1.0b5/
lima-1.0b5/driver/
lima-1.0b5/driver/ChangeLog.old/
lima-1.0b5/driver/Win32/
lima-1.0b5/driver/compat/
lima-1.0b5/driver/include/
lima-1.0b5/driver/testsuite/
lima-1.0b5/driver/testsuite/clone/
lima-1.0b5/driver/testsuite/command/
lima-1.0b5/driver/testsuite/data/
lima-1.0b5/driver/testsuite/etc/
lima-1.0b5/driver/testsuite/include/
lima-1.0b5/driver/testsuite/inherit/
lima-1.0b5/driver/testsuite/inherit/master/
lima-1.0b5/driver/testsuite/log/
lima-1.0b5/driver/testsuite/single/
lima-1.0b5/driver/testsuite/single/tests/compiler/
lima-1.0b5/driver/testsuite/single/tests/efuns/
lima-1.0b5/driver/testsuite/single/tests/operators/
lima-1.0b5/driver/testsuite/u/
lima-1.0b5/driver/tmp/
lima-1.0b5/etc/
lima-1.0b5/lib/WWW/help/
lima-1.0b5/lib/cmds/
lima-1.0b5/lib/cmds/create/
lima-1.0b5/lib/cmds/player/attic/
lima-1.0b5/lib/contrib/bboard/
lima-1.0b5/lib/contrib/boards/
lima-1.0b5/lib/contrib/marriage/
lima-1.0b5/lib/contrib/roommaker/
lima-1.0b5/lib/contrib/transient_effect/
lima-1.0b5/lib/daemons/channel/
lima-1.0b5/lib/daemons/imud/
lima-1.0b5/lib/data/
lima-1.0b5/lib/data/config/
lima-1.0b5/lib/data/links/
lima-1.0b5/lib/data/news/
lima-1.0b5/lib/data/players/
lima-1.0b5/lib/data/secure/
lima-1.0b5/lib/domains/
lima-1.0b5/lib/domains/std/2.4.5/maze1/
lima-1.0b5/lib/domains/std/2.4.5/npc/
lima-1.0b5/lib/domains/std/2.4.5/post_dir/
lima-1.0b5/lib/domains/std/2.4.5/sub/
lima-1.0b5/lib/domains/std/camera/
lima-1.0b5/lib/domains/std/config/
lima-1.0b5/lib/domains/std/cult/
lima-1.0b5/lib/domains/std/effects/
lima-1.0b5/lib/domains/std/misc/
lima-1.0b5/lib/domains/std/monsters/
lima-1.0b5/lib/domains/std/recorder/
lima-1.0b5/lib/domains/std/rooms/
lima-1.0b5/lib/domains/std/rooms/beach/
lima-1.0b5/lib/domains/std/rooms/labyrinth/
lima-1.0b5/lib/domains/std/school/
lima-1.0b5/lib/domains/std/school/O/
lima-1.0b5/lib/domains/std/spells/
lima-1.0b5/lib/domains/std/spells/stock-mage/
lima-1.0b5/lib/domains/std/spells/stock-priest/
lima-1.0b5/lib/help/
lima-1.0b5/lib/help/admin/
lima-1.0b5/lib/help/hints/General_Questions/
lima-1.0b5/lib/help/hints/Pirate_Quest/
lima-1.0b5/lib/help/player/
lima-1.0b5/lib/help/player/bin/
lima-1.0b5/lib/help/player/quests/
lima-1.0b5/lib/help/wizard/
lima-1.0b5/lib/help/wizard/coding/guilds/
lima-1.0b5/lib/help/wizard/coding/rooms/
lima-1.0b5/lib/help/wizard/lib/daemons/
lima-1.0b5/lib/help/wizard/lib/lfun/
lima-1.0b5/lib/help/wizard/lib/std/
lima-1.0b5/lib/help/wizard/mudos_doc/
lima-1.0b5/lib/help/wizard/mudos_doc/applies/
lima-1.0b5/lib/help/wizard/mudos_doc/applies/interactive/
lima-1.0b5/lib/help/wizard/mudos_doc/applies/parsing/
lima-1.0b5/lib/help/wizard/mudos_doc/concepts/
lima-1.0b5/lib/help/wizard/mudos_doc/driver/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/arrays/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/buffers/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/compile/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/filesystem/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/floats/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/functions/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/general/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/mappings/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/mixed/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/numbers/
lima-1.0b5/lib/help/wizard/mudos_doc/efuns/parsing/
lima-1.0b5/lib/help/wizard/mudos_doc/lpc/constructs/
lima-1.0b5/lib/help/wizard/mudos_doc/lpc/types/
lima-1.0b5/lib/include/driver/
lima-1.0b5/lib/log/
lima-1.0b5/lib/obj/admtool/
lima-1.0b5/lib/obj/admtool/internal/
lima-1.0b5/lib/obj/admtool/mudinfo/
lima-1.0b5/lib/obj/admtool/secure/
lima-1.0b5/lib/obj/secure/
lima-1.0b5/lib/obj/secure/cmd/
lima-1.0b5/lib/obj/secure/mailers/
lima-1.0b5/lib/obj/secure/shell/
lima-1.0b5/lib/obj/secure/shell/classes/
lima-1.0b5/lib/obj/tasktool/
lima-1.0b5/lib/obj/tasktool/internal/
lima-1.0b5/lib/open/
lima-1.0b5/lib/secure/
lima-1.0b5/lib/secure/cgi/
lima-1.0b5/lib/secure/modules/
lima-1.0b5/lib/secure/simul_efun/
lima-1.0b5/lib/std/adversary/
lima-1.0b5/lib/std/adversary/advancement/
lima-1.0b5/lib/std/adversary/armor/
lima-1.0b5/lib/std/adversary/blows/
lima-1.0b5/lib/std/adversary/death/
lima-1.0b5/lib/std/adversary/formula/
lima-1.0b5/lib/std/adversary/health/
lima-1.0b5/lib/std/adversary/pulse/
lima-1.0b5/lib/std/adversary/wield/
lima-1.0b5/lib/std/classes/event_info/
lima-1.0b5/lib/std/container/
lima-1.0b5/lib/std/living/
lima-1.0b5/lib/std/modules/contrib/
lima-1.0b5/lib/std/patterns/
lima-1.0b5/lib/std/race/
lima-1.0b5/lib/std/race/restricted/
lima-1.0b5/lib/std/room/
lima-1.0b5/lib/tmp/
lima-1.0b5/lib/trans/
lima-1.0b5/lib/trans/admincmds/
lima-1.0b5/lib/trans/obj/
lima-1.0b5/lib/wiz/
/* Do not remove the headers from this file! see /USAGE for more info. */
/*                                                             */
/*   This is an example room for the lima mudlib          */
/*                                                             */
/*   Created by zifnab@lima bean 7/24/95                         */
/*                                                             */
/****************************************************************/

inherit ROOM;


/*
 * This is a special case function.  That allows you to check for 
 * a condition before deciding to let the person enter your room.
 * there are multiple ways to do this.  See help exits for more 
 * information.
 */
mixed can_go_str(string dir)
{
    object env = environment( this_body());
    if (dir != "east")
	return ::can_go_str(dir);
    if( env->is_vehicle() && member_array( "car", env->query_id()) != -1)
    {
	return ::can_go_str(dir);
    }
    return "Perhaps it would be better if you were in a car.\n";
}

/*
 * Setup() is where you define what makes your room differant from 
 * the other rooms on the mud.  Setup() in the Lima mudlib is used instead
 * of create() in the rooms/objects.
 */
void setup(){

    /*
     * set_area() allows to give a "name" to your area.  This currently
     * is used in the lib to control what rooms a wandering monster can 
     * "wander" into.
     */
    set_area("wiz_area");

    /*
     * set_brief() this is the "short" description of the room. This will
     * appear on the top line if you do a look in the room.  Also if the player
     * has brief on, this is what they will see. 
     */  
    set_brief("Example Room");

    /*
     * set_long() is the long description of the room.  This should be as
     * descriptive as possible.  But try not to go over 5-6 lines unless its
     * necessary, people dont want to read long descriptions that are not 
     * interesting.
    */  
    set_long("This is an example room for the lima mudlib.  "
      "It is fairly non-descript however there are a few objects laying "
      "about that may warrant looking at. Propped up in the southwest "
      "corner is an old discarded suit of armor.  On the west side of "
      "the room is an arched doorway leading bask to the wizard lounge. "
      "For some odd reason there is a car wash to the east!");

    /*  
     * set_exits() is where you specify the exits that your room will have.
     * if the room that the exit leads to is in the same directory, all you 
     * need to do is specify the room name. or you can use __DIR__ (the driver
     * recognizes this as the current directory), and it makes things a bit
     *  clearer.  for more information on what you can do see help exits.
     */  
    set_exits( ([
	"west" : "Wizroom",
	"south" : "Relations_And_Toys",
	"north" : "/domains/std/rooms/V_Plains/4/7",
	"east" : "Car_Wash",
      ]) );

// This sets a special message to be seen when you enter the room on the other
// side of the specified exit
  set_enter_msg("east", "As $n $venter the car wash, jets of water begin washing off the dust and grime.\n");

    /*  
     * set_exit_msg()  allows you to give your room a unique message when leaving
     * the room, rather than seeing foo leaves..  The players inthe room, and 
     * the player moving will see your message.  set_enter_msg would be used for
     * entrance messages.
     */


    /*
     * add_item()  Allows for items that are used for scenery only.  These items 
     * are not meant to be used for anything real.  for example a player cannot
     * get these items, basically they are for scenery and atmosphere only.  If
     * want the player to do anythign "real" use set_objects( ) and make a "real"
     * object.
     */
    add_item( "suit" , "armor" , "suit of armor" , 
      "The armor is very old and well worn.  While examining the "
      "armor you imagine you hear the sounds of combat coming from "
      "behind you.");

    /*
     * set_objects() is where put your real objects.  The first part if the 
     * actual object.  If this is in the directory again you only need to
     * specify the objects file name, not the entire path.  __DIR__ is valid 
     * here also. The number following the : are the number of this particular 
     * object to clone and move to the room.  when reset() is called in this
     * room, if the safe no longer exists in this room it will be cloned and 
     * moved into the room.
     */
    set_objects ( ([
      ]));
}